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Key Features
The Afflicted is a 3rd person shooter that pits 3 teams against each other in struggle for resources and power within a crumbling society.The Afflicted was developed from the beginning around the concept of player control. First glances might give the impression of a typical third person shooter, but a few concepts set it apart. It’s a game of cooperative team-building. Players are scored on the collection of resources that allow them to shape the growth of their team. A vital element of success is the creation of structures and barricades that can be placed at the whims of the players. A free-form movement system allows for creative navigation and evasion. The goal is to provide a refined, current-generation shooter that still manages to implement the kinds of choices that bring players back for more.
3 comments by TristanParrish on Jan 24th, 2013
After almost a year in the shadows, The Afflicted has been retooled and is looking for a public playable demo in the near future. We're a small indie team, and we've been polishing the game to get it ready for the public as a free download. We're looking forward to getting feedback from our audience and seeing what you think!
We can't give out an exact release date just yet, but we wanted to give you a preview of what to expect. When we release our first playable, it will feature:
We're really excited to show you an update and look forward to providing more in the future. Make sure you check out all our new screenshots and the two new gameplay videos for SinglePoint and Capitol!
Latest tweets from @afflictedgame
From one of our level designers! “@TheDman16: Check out my newest UDK tutorial here T.co
Apr 2 2013, 5:14pm
@AnamNantom Hope you enjoy it!
Apr 1 2013, 10:55pm
Final shot of the booth! Thanks to everyone who came by to visit! #GDCPlay #GDC13 T.co
Mar 28 2013, 9:04pm
@moniakt At GDC Play, across from the main expo. Enter and go to the right. Booth K51
Mar 28 2013, 6:13pm
@moniakt I'm at the career expo currently...peobably back at the booth in 10 minutes or so.
Mar 28 2013, 5:46pm
The showers in our hotel are not Tall People Certified. Oh well. Having too much fun at #GDC! #gamedev #GDC13
Mar 28 2013, 2:09pm
Thanks, Tom! "@moniakt: @AfflictedGame #gdc13 will see u soon!"
Mar 28 2013, 2:07pm
Enjoying our time at the YetiZen shindig! #GDC13
Mar 27 2013, 12:34am
Gonna try not to leave our hearts this time. Hello, San Francisco! #badjoke
Mar 25 2013, 10:43pm
Hey everyone! We now have an official Afflicted Facebook page! Check it out at Facebook.com
Damn, so this game is dead now huh?
It liiiiiives!
Not completely, the large majority of our team graduated from our university and are currently looking for positions in the industry as well as a way to support ourselves financially in the mean time. We have not had a ton of progress lately as we are shifting our schedules for full time work and development time as our secondary full time job.
We do appreciate your interest and thank you for following us this far. We will try and update this page if we get new updates!
OMG yay
Amazing graphics and art work! Any chance that the size of the 3pp can be changed so the player's model wont be as large of an object in front of the screen? I am guessing a first person perspective is out of the question?
lol at the guy running around in the rain without any shirt on
Any news? Release date. Alpha test?
Thanks for the interest! We had to adjust some of our scheduling in order to accommodate some revisions that we are making. We are pushing the game into a presentable state as fast as possible, but we don't want to provide a demo or alpha test until we feel that it is representative of the experience we want. Look out for updates in the coming weeks where we will be showing off new content, improved animations and better graphical quality!
Thanks for your comments. I did all the animations, and I've currently been working to improve them. My tasks get pretty split between production work and management, so it takes me a little while to make updates. I definitely agree about some of the motions being unnatural, and I'm going to be adding a lot more secondary motion and weight-transfer so that they look more credible. Be on the lookout for our next updates to see these improvements!